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Haun tulokset 8257 - 8280 / 8410



Witches of the Revolution
Witches of the Revolution

A Cooperative Deckbuilding Game by M. Craig Stockwell

The Revolution has come! In Colonial America, players lead groups of witches who must fight to see their fledgling nation rise up and achieve freedom from tyranny.

Each coven builds from a modest start, recruiting ever-more-powerful allies and relics. Mundane, military, and supernatural challenges arise at a quickening pace. If unaddressed, they overwhelm the revolutionaries and the war is lost. But the fruits of small successes lead inexorably to progress against the more important objectives that can secure ultimate victory against the British.

The colonies of the Americas were a haven for the persecuted. But now, those who would have freedom must fight for it!

Each player’s deck is a coven of witches. More powerful witches, recruited as the game progresses, expand each coven’s power and capabilities.

Players must overcome events like the destruction of patriot smithies, desecration of sacred ground, and vilification of witch-hunters.

As events are overcome, progress is made against larger objectives like imbuing the Liberty Bell with power, deposing the British governor, and even resurrecting Benjamin Franklin. If too many events go without resolution, or tyranny presses too vigorously, the Revolution fails and the players lose.

A subtly different deck-builder where decks are tuned and upgraded rather than simply built, with less powerful cards winnowed automatically.

Contains:
* 118 poker-sized cards
* 80 mini cards
* 42 punchboard tokens
* a four-fold game board

1-4 players
30-60 minutes
Ages 13+

illustrated by James Mosingo Sell sheet attached with more info and graphics attached -- please feel free to adapt to your needs and/or distribute to your customers!

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44.00 €
Witless Wizards
Witless Wizards

Since the beginning of time, wizards too powerful to be named have tried to learn all the secrets of the universe. Through millennia they studied and learned and traveled through time and space growing to become the most powerful entities of the universe. And today, after countless centuries they finally meet in the battle ground to prove once and for all who is the most powerful. But, after countless years, age has taken its toll. The wizards may be powerful, but only if they remember what each spell does. It is a combat of... witless wizards!

Witless Wizards is a fast and humorous card game for 2-4 players played in only 15-25 minutes.

At the start of the game the players choose 3 of the available decks to shuffle together to form a common deck. Each round, all players will draw cards from the common deck to equip themselves and their opponents. On your turn you draw cards one at a time and have to decide which player you are going to give the drawn card getting to keep one card for yourself and one to an opponent.

If you draw a good card, you can keep it for yourself, but perhaps the next card is even better or it makes a great combination for your opponent. Perhaps you need to use some of those concentration cubes you kept to draw additional cards.

In order to win, players have to equip themselves with better weapons than their opponents and deal enough damage to be the last wizard standing, declaring themselves the most powerful wizard of all time!

2-4 Players
15-25 Min
Age: 10+

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32.50 €
Wizard's Gambit
Wizard's Gambit

The ancient enemy has returned!

One thousand years have passed since The Fallen retreated from Hyrathia during the final days of the War of Legends. From where they came and to where they fled no one knows, and ‘why?’ remains the greatest mystery. It has been many years since the Convocation of Wizards convened; the petty wars of the kingdoms not warranting the interference of the wizard council. Many years since greater peace ended the need for a war mage – a Grand Siege Magus – to lead the wizards of Hyrathia into battle.

But now the ancient enemy has returned, bringing war back to all of the kingdoms. Wizards from across the land have been summoned to the Convocation, held at High Emerath, stronghold of the mages. There they gather to take part in an ancient rite, known as the Gambit, where the victor becomes the next war mage. Only those wizards with the highest skill in Spells, Incantations, and knowledge of the rare Magical Components can hope to claim the honor of being the war mage. Only one can win the title of Grand Siege Magus!

Wizard’s Gambit is a non-collectible card game for 2 to 5 players, ages 8 and up.

In Wizard’s Gambit players compete for Spells in a common Spell Pool – contending to gain the powerful advantage each Spell gives, as well as the Spell points needed to win the game.

Spells are claimed by calculated play of Magical Components on each player’s turn – but it’s not as simple as that - only the final Magical Component played, claims the Spell.

Once added to their Spell Book, a player may immediately apply the effects of the Spell if applicable, giving him more power to vanquish their competitors. Each Spell has a point value, which adds up cumulatively to represent their Spell Book’s score.

To aid them in the contest, players can also cast Incantations – influential actions that further alter the course of play, helping both to claim Spells and vanquish opponents. Several Incantations have special effects that can provide game winning combos for players that have the right bit of luck and a good mind for strategy!

The ultimate option for players is to invoke the highest power – the Gambit, a card which can be used to secure a player’s claim on a Spell or thwart opponents by canceling their Spell Book powers. But watch out! Other players can use their Gambits to stop you – and ruin your strategic power play!

The first player to reach a Spell point total of ten (10) points wins the game and is proclaimed Grand Siege Magus!

Game Components: 114 Cards
Players: 2-5
Ages: 8+
Time to Play: 45 min to 1 hour

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26.00 €
Wonder Book
Wonder Book

Oniria: the world of an ancient dragon civilization. Tales describe the land as an idyllic paradise filled with marvelous dragon-made wonders and surrounded by a flourishing wilderness. The only portal to that world is the Wonder Book, an ancient tome locked away in an abandoned tower. It sleeps, covered in dust, awaiting the one thing it desires most: you.

Wonder Book is a pop-up game for 1-4 players in which each player takes the role of a teenage kid in a group of adventurous friends. This is a co-operative game in which you all win or lose as a team.

The game is split into six consecutive scenarios ("chapters"), each composed of a specific deck of pre-sorted cards that contain the rules, the story, and the challenges you have to face. Each chapter has you explore a new part of the interactive 3D cardboard pop-up book and reveals more about the world in which your adventure is set.

Starting with the first card of the chapter deck, the story unfolds until you reach a goal card. These cards show a goal that must be achieved to proceed and explain how the players' and enemies' turns take place. Each hero can perform three actions per turn, including moving and fighting, using their individual skills, collecting sparks of magic (used to perform special actions), and interacting with cards and pop-ups. Once all heroes have taken their turn, a Wyrm card determines how the enemies will respond by moving, attacking, spawning, or doing something unexpected.

The basic mechanisms are easy to grasp, but the game keeps changing as each scenario offers different things to do. You will find yourself exploring, fighting bosses, solving riddles, playing little minigames, looking for clues... anything is possible during the story!

1–4 Players
60–90 Min
Age: 10+

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86.90 €

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